setParkingVars
Definition
-- @/lua/ge/extensions/gameplay/parking.lua:395
local function setParkingVars(data, reset) -- sets parking related variables
if reset then resetParkingVars() end
if type(data) ~= "table" then return end
vars = tableMerge(vars, data)
if vars.activeAmount and vehPool then
vehPool:setMaxActiveAmount(vars.activeAmount)
vehPool:setAllVehs(true)
end
end
Callers
@/lua/ge/extensions/editor/trafficDebug.lua
if im.InputInt("Active Parked Amount", var, 1) then
gameplay_parking.setParkingVars({activeAmount = math.max(0, var[0])})
end
if im.InputFloat("Parking Spot Probability", var, 0.05, nil, "%.2f") then
gameplay_parking.setParkingVars({baseProbability = clamp(var[0], 0, 1)})
end
if im.InputFloat("Parking Spot Uniformity", var, 0.05, nil, "%.2f") then
gameplay_parking.setParkingVars({neatness = clamp(var[0], 0, 1)})
end
if im.InputFloat("Parking Spot Precision Judgement", var, 0.05, nil, "%.2f") then
gameplay_parking.setParkingVars({precision = clamp(var[0], 0, 1)})
end
@/lua/ge/extensions/gameplay/missions/missionManager.lua
gameplay_police.setPursuitVars()
gameplay_parking.setParkingVars()
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/parkingParams.lua
if next(self.vars) then
gameplay_parking.setParkingVars(self.vars)
end
@/lua/ge/extensions/flowgraph/modules/trafficModule.lua
if self.parkedCarsActive then
gameplay_parking.setParkingVars()
end
@/lua/ge/extensions/career/modules/playerDriving.lua
gameplay_police.setPursuitVars({arrestRadius = 15, evadeTime = 30})
gameplay_parking.setParkingVars({precision = 0.2}) -- allows for relaxed parking detection
end
@/lua/ge/extensions/gameplay/parking.lua
amount = amount or math.huge
setParkingVars({activeAmount = amount})
end
end
setParkingVars(data.vars)
active = data.active